Gameplay: This is a point and click game. Nancy
shows you the desk in her bedroom. This is where you can access the 'How to be a
Detective Book' that shows the game manipulations. The Scrapbook has past Nancy
Drew Games information. The Case Files is where the information about the
present mystery case is explained. Once you are ready to play the game, click on
the plane ticket to go to the new case location.

You will then select to play either Junior or Senior
detective.

The main screen has pictures at the bottom of the
page. The bag at left is the inventory link. The journal shows Nancy's notes
about the present case. The checklist shows the junior gamer what needs to be
done or was done in the case to progress in the game. The gear icon shows the
options. Here the voice, effects and music volume can be adjusted. Also, the
bottom background can be changed. Closed captioning and screen size selection
are also in this page. The Load folder has the list of the saved games that can
be replayed. The diskette is used to save the game. The rightmost icon closes
the game.

Thanks, Becky!

Read the case file and learn that Bess and George are
already at Dread Island in the Bahamas to start the all expense paid vacation
Bess won. Nancy will follow. Start the game by picking up the plane ticket.

This walkthrough is one way of
gameplay.It follows El Toro's journal. The game is non linear.

Shark Diving Ecotourism Resort:

Nancy arrives by floatplane at the resort in Dread
Island. George runs and tries to stop the plane. Bess has been kidnapped!

Read the note left by the Gibsons, the owner of the
resort. Bess took a golf cart to watch the sunset at Sangre Beach.

Read the kidnapers' note written to
Nancy. They want her to find El Toro's treasure. But first she must dig up a
chest at Shark's Cove.

Talk to George. She has been trying to fix the satellite
phone.

Take a good look around the lobby.

Map: Study the map on
the wall right of George. Take note of the locations of the Resort, Shark
Cove, Sangre Beach, Blue Hole, Bat Steep and Monkey Center.

Book Exchange Basket: Look
close at the basket on the sofa's side table. Read about Captain Juan Ignacio
de Santa Ana Domingo aka El Toro. In 1669, he and his 7 ships sailed and were
never seen again.

The author noted that maybe the treasure can be found with
just a scuba gear, metal detector and shovel.

CouCou the Parrot: Talk to
CouCou and learn that Loulou the parrot at Blackmoor Mansion in England is her
grandma. She loves fruit and like her Grandma Loulou will give hints.

Nautical Flags: Study the
poster above the display right of CouCou. Learn the flags that correspond to
the alphabets and numbers.

Bats and birds: Check the
glass display. Learn about the 5 different bat species found at Bat Steep and their
frequencies. There are also several colorful birds found at the island.

Bat Seeker: Take the
Krolmeister Bat Seeker right of the bat-birds display.

It needs a battery and has to be put together.

Click the bat seeker twice to open the back. See
that the parts are loose.

Place-click all the parts on the green board at
left. Right click to rotate the pieces.

They have to fit without touching each other and
that the pins on them are inserted on holes.

That looks right. But I still need a battery.

Monkeys: Read the
monkey board. Learn that the monkeys learned to play 3
different games.

Learn and hear by pressing the buttons the 5 calls
learned by the monkeys. Note the ball refers to sea urchins.

Take Sonny Joon's Field Research Notes right
of the monkey board. Read it in inventory and learn how to play: Color
squares, Alleyway game and Coconut throwing contest with a monkey named old
notch ear.

Diving Supplies:
Check the closet left of George. It has a sophisticated lock right of the
door.

Figure out
how to get into the closet in the lobby.

Diving supplies lock panel:
See green lights on the panel and the reset button at right.

The aim is to have all the lights off by pressing
some of the buttons.

Note that a button affects buttons at top, right, bottom
and left of that button.

Knowing that, try to isolate lights at each corner
to turn the adjacent lights off.

Numbering from left to right and top to bottom:

Junior:

Solution 1 - Press 5, 15, 25, 10, 5, 22, 21 and
7.

Solution 2 - Press 21, 22, 25, 15, 10 and 7.

Senior:

Solution - Press 20, 14, 8, 9, 4 and 5.

Open the closet. Take the walkie talkie at
top left of cabinet. With the use of the walkie talkie, George and Nancy can
now call each other and interchange being the active character. You might get a star if you
communicate with George often enough.

Look at the map at top of the air tank refill box
and see that it shows all the places Nancy had a case.

Take the scuba gear (suit and tank). See them
with the amount of air in the tank at top left of the screen.

Look around outside.

Exit through the main door and forward to the dock.
See a sailboat with no sail.

Go back to the main building and go right. Check the
cabinet and golf cart.

Find the key to storage shed:
Check the storage cabinet and see that it has a padlock.

Go back to George and talk to her. She gives a
key. Use the key on the storage cabinet.

Locate sails and open bin:
Look close at the wood bin below the Sinking of Atocha framed coin.

See that it has nautical flags on the lid. Look
close at the lock at edge of the lid.

Using the nautical flag poster as clue, click the dials to show 7 9 2 0 4. Take sails and close lid.

Take shovel at right door.

Distilled water:

Read the note to learn that each of the cart
batteries needs 100 ml.

One press of the button releases 60 ml of water
into any open tube. Each tube can be opened or closed.

The water reservoir dispenses 300 ml of water. Take the distilled water dispenser above
the note.

Golf cart: Go to golf cart. Look close at
the note.

It needs distilled water and all levels should be at
100%.

Put distilled water in golf cart batteries:

Now that you have the distilled water, click on the
cart seat and see the batteries.

Use the water dispenser on the batteries.

See that each switch on top has red and green
dots. Turn the switch to green to open the dispenser on that battery.

Junior: See that the top 2
batteries have 100 ml already.

Middle left has 45, middle right has 15, bottom
left has 25 and bottom right has 15 mls.

1. Open all 4 bottom switches turning the switches
to green. Press a white-blue button on dispenser to dispense 15 mls to each of the 4 batteries
and get: 60, 30, 40, 30.

2. Close the bottom left (40 ml) battery. Press a
blue white-button on dispenser to dispense 20 mls to each of the 3 batteries and get: 80, 50,
40, 50.

3. Repeat - With bottom left (40 ml) battery
closed, press a white-blue button to dispense 20 mls to each of the 3 batteries and get:
100, 70, 40, 70.

4. Close middle left (100 ml) battery. Press
white-blue button to dispense 30 to each of the 2 right batteries to get:
100, 100, 40, 100.

5. Close middle right and bottom right (100 mls)
and open bottom left (40 mls). Press a white-blue button to dispense 60 mls to
last of the 3 batteries and get: 100, 100, 100, 100. That should do it.

Senior: See that top left
has 15 mls, top right has 40, middle left has 60, middle right has 55,
bottom left has 55 and bottom right has 75.

1. Open all 6 switches by turning them to point to
green. Press a white-blue button to dispense 10 mls to all 6 batteries and get 25,
50, 70, 65, 65 and 85.

2. Close the switches of top right and middle
left. Press a white-blue button to dispense 15 mls to top left, middle right,
bottom left and bottom right to get: 40, 50, 70, 80, 80, 100.

3. Open top right, middle right and bottom left;
all others are closed. Press a white-blue button to dispense 20 ml and get
40, 70, 70, 100, 100, 100.

4. Open top right and middle left; all others are
closed. Press white-blue button to dispense 30 mls and get 40, 100, 100, 100, 100,
100.

5. Open top left and close all other. Press
white-blue button to dispense 60 mls and get 100 mls on all. That should do it.

Use the
golf cart to explore the island and look for Bess.

Be sure that you have studied the map right of
George.

Click the steering wheel to use the cart. See an
over head view.

Drive at all the locations, park at parking lots and
look around. Bat Steep does not have a parking lot but a dirt path.

Take note that there are short cuts marked by tire
tracks in the sand. Use them to see where they lead.

Take the top left road and go to Monkey Center, Bat
Steep, Shark Cove, Blue Hole and then Sangre Beach.

Easter Egg at bottom of Island: (Thanks,
catsmom)

Drive to the south part of the island until the pink
sands close to Sangre Beach.

Drive through black shrubs to a clearing surrounded
by trees. Automatically get a pirate egg.

Go out to Sangre Beach and look for Bess.

Walk the pink sands of Sangre Beach. See a motorboat
beached in the sand.

Turn left and forward to the path. See Bess'
slippers in the sand. Pick it up and get caught in a trap.

Meet and talk to Johnny Rolle from Jamaica. Look at
the things he has in his camp.

He says that there are men in the island.

Head to Shark Cove and follow the directions of the
kidnappers.

Drive to Sharks' Cove close to the Resort. Be sure
that you have the shovel.

Go left at the beach and forward to the rock wall.

See an overhead view. Read the directions of the
kidnappers.

Each of the objects in the area has a number. For
example: A palm tree might have 3 fronds or a group of palm trees is made up
of 4 trees or there are 3 coconuts on sticks.

Walk opposite of where that object is located. If
the object is east of where Nancy stopped. Walk to west.

Look for the W mentioned in the note. Walk right of pool and see 4 palm trees form a W.

Walk using the number of the object multiplied by
the number on the note under additional paces.

When you reached the end of the pacing, right
click to dig.

You can use keyboard or mouse to count off the
paces.

Object

Additional paces (multiply)

Direction to go and paces to be
done

1. 4 palm trees

Stand under the middle of the W

S 3

2. 3 coconuts

x 1

W 3

3. 3 fronds

x 3

N 9

4. 3 palm trees

x 3

W 9

5. 2 coconuts

x 1

N 2

6. 1 rock

x 3

W 3

7. 3 fronds

x 5

S 15

8. 4 fronds

x 1

W 4

9. 2 coconuts

x 3

S 6

10. 4 fronds

x 3

E 12

11. 5 fronds

x 1

N 5

12. 3 rocks

x 2

E 6

13. 4 rocks

x 1

S 4

14. 4 coconuts

x 2

E 8

15. 2 coconuts

x 1

N 2

Place the hand cursor in front of
Nancy and right click to dig.

Take and open the box. Take the book inside the
box. Read El Toro's coded journal.

Decode the cryptograms that are in the book.

Look close at the brown journal in inventory.

Click on a page and see the scripts in close up with
the alphabets at the bottom.

Click on a script and then click on the letter you
think it corresponds to.

All the highlighted scripts will have that letter on
top of them.

There are 3 pages to be decoded.

Read the journal.

Deciphered page 1:
In the black of night,
with hurricane winds wailing and giant waves pounding, I ordered my fleet to
change course and make for land. But with this island in sight, the Caridad
foundered and disappeared into the sea, while the Castidad was set ablaze when
lightning ignited her sails and sank amid the smoke and flames. The remaining
five ships managed to reach the island, where we dropped anchor, and waited
out the tempest.

Deciphered page 2:
The light of dawn
revealed catastrophic damage. Only a third of my men survived. Worse, not one
of my ships is salvageable. None shall ever sail again. We are shipwrecked.
The only hope we have of ever leaving this accursed place is to be seen by a
passing ship. Lest it be a pirate ship, I have undertaken to hide our cargo.
As a loyal servant of the King, it is my duty.

Deciphered page 3:
Seven ships set sail, and so seven pieces shall open the seal. I have tasked
each surviving ships’ crew with hiding a single item, its location known only
to them and to me. Securing the treasure itself shall be my task alone. I
write this in English so that no one here with me will know how to find it. In
this manner, any attempt to force the location of the treasure from my men
will be fruitless.

October '69: The Caridad is 1 nautical mile SE of the
island. There is an iron chest there.

See if Johnny will lend his metal detector.

We already have scuba gear to dive to shipwreck and
shovel to dig with.

Go to Sangre Beach and talk to Johnny. He will lend
his metal detector only if his compass is obtained from the notched eared
monkey.

Figure out how to get the compass from the monkey.

Drive to Monkey Center, northeast of the island.

Monkeys: Read Sonny Joon's Field
Research Notes. He noted that it is the notched ear monkey that knows the
coconut throw game.

The messages are automatically pieced together. It
is a
quotation from Edgar Allan Poe's The Raven.

There are red letters in the message. The red
letters forms:

Deep in the sand before the sharks seek this.
Under the word 'this' is a picture that I cannot decipher.

The picture is that of an egg. The Easter Egg is
before seeing the sharks at the dive in Caridad later on in the game. See
below. Thanks to Michael and Alyssa.

Islands:

See a half-moon shape island SW of the island.

There is a broken circle of a coral reefs SE of
the island.

A dove shaped island is NNW of the island.

Sail to the shipwreck described in El Toro's book -
Caridad.

Be sure that you have scuba gear, metal detector and
shovel.

Sail SE of the island. See a broken
circular coral reef. Enter the circle of rocks.

Sailboat manual: Read the
How to sail book found on the deck of the sail boat.

Learn to position the boat in irons and how to sail
into the wind by tacking.

Read the last page and learn about using longitude
and latitude to pinpoint landmarks.

Dread Island is N24 deg 00' and W73 deg 24'.

Dive down to the shipwreck and dig the iron chest.

Save game here. Double check that the air tank is
full - 100%.

Read El Toro's journal concerning the Caridad.

Dive down by clicking on the rope ladder left of boat.

Automatically be in scuba gear holding the metal
detector.

At top of the screen, the blue line is the air tank
amount and the red line is the pressure underwater. Watch those 2 lines.

See brain coral growing just beside the shipwreck.

Swim to bottom right until the shipwreck and then
over the middle part of the deck.

Once the metal detector reads full bar, right click
and automatically use the shovel.

See the chest with the insignia and name Caridad.
Remember this spot.

Open the chest and look to study the lock.

Open the chest.

Now go back to the saved game while still in the
sailboat. Replay, dive down and swim immediately to the site of the chest; dig
and you have saved precious air and time.

Click the cover of the chest to see the lock.

El Toro wrote in the journal: In colorful nine by
nine no colors do repeat in any group, column or row, forever honoring the 81
brave sailors lost at sea.

I recommend that you take a picture of the lock and
work on it outside the game. Then dive down, dig and enter the solution.
Better for the nerves.

The Sudoku puzzle has 9 large squares (3x3). Each square
has 9 small squares inside.

To the left are small colored tiles of 9 colors.

They are to be placed on the empty small squares
in the puzzle.

Each large squares should have one of each color -
no duplicates.

Each row from left to right spanning 3 large
squares is to have one color each - no duplicates.

Each column from top -down spanning 3 large
squares is to have one color each - no duplicates.

The chest opens. Take a bee dial and astrolabe.

Swim back to the boat and climb the rope ladder.
Click the sails to release it.

Junior

Senior

Easter Egg: Check if you have
enough air. Dive down to the Caridad. Using the clue of the pieced together
papers in the bottle, look for an egg. Deep in the sand before the sharks seek this.

Swim to the top of the wreck and then right by the
rocks. See sharks. Nancy says not to go near. To the left of the sharks and the
wreck the metal detector gets a hit. Dig and get an Easter Egg. Thanks to
Michael and Alyssa.

November '69: Befriended one of the families of bats
that call this island home.

Johnny's beacon:

Now that we have talked to Johnny about the battery
for the bat seeker, sail to NW of the island.

Search for 2 white rocks side by side. There's a red
flag in between the white rocks.

Sail in between the rocks to automatically pick up
Johnny's beacon. Sail back to the resort.

Threatening letter #1: Go
forward to the resort building. Look close at the note pinned to the post right
of the stairs.

Talk to George. George talks about hearing something
outside. Nancy updates George about what she has done.

Johnny's battery: Use the golf cart and drive to Sangre Island. Talk to Johnny to give him the beacon. Take the
battery.

Look at round thing (astrolabe) taken from the Caridad chest.

Decode the rest of the journal:

Look close at the round thing-astrolabe and click on it. See
scripts and letters.

Open El Toro's journal. Open to the page with coded
words. See the round thing on top of a stand. It is an astrolabe.

Click on the coded words to be decoded in the
journal.

A new page with the paragraph that has the coded
words.

Click on a script and then click on the letter(s)
you think it corresponds to.

All the highlighted scripts will have that letter on
top of them. There are 5 pages to be decoded.

1.
Befriended one of the families of bats that call this island home. Their
gargantuan
ears
and winged antics provide much needed laughter for my men as the creatures
devour
the
insects
attracted to our
lantern.
The cave which they call home has become a safe haven to us.

2.
Explored
the interior of the isle searching for supplies. From its highest
point,
found a view most worthy. Half a fathom
tall,
the astrolabe
guides the way to a flying dove and a watery grave.

3.
Discovered a bounty of seafood at Halfmoon reef. Divers swim down to the
secret entombed behind
death.
Two form a perfect square times three, three create four, four makes five.
Then they return to the surface, prize in hand.

4.
A challenge issued today by Generosidad’s cabin boy, Manuel, to helmsman,
Andres, for ownership of a hammock which washed ashore. Pointing to two three
hundred kg rocks, Manuel proposed that whoever lifted one of them first would
win. Andres, the stronger by far, quickly accepted. He had not yet budged his
rock when Manuel, having used six
loops
of a fifty foot rope over
pulleys,
raised his with ease and walked off with the hammock.

5.
More losses at the Blue
Hole
when a group of men dove in and lost their bearings. Danger! Heed this
warning: Death awaits all who enter these caves unprepared. Poisonous
guardians of the deep strike with no warning. Stay away! Only those who follow
the
signs
will find their way.

Look at the picture of the astrolabe - round thing
on a stand in the journal. Nancy says that stand is what CouCou is perched on.

Air tank:

Go back to Resort. Refill the air tank at the Diving
Cabinet.

Click on the scuba gear and automatically the tank
goes to the refill slot.

Press the red button. Take the filled air tank.

Figure how to get CouCou's perch.

Now that Nancy commented about CouCou's perch; talk to CouCou about her perch. After giving her a
guava, she says she wants a driftwood perch.

There are several driftwoods found in the beaches: 3
at Shark Cove, 2 at Sangre Beach and one at Blue Hole.

You can only take one driftwood at a time. Return to
CouCou so she can check it out.

If rejected get another until she is happy with her
new perch. Not right, not right.

In the end, CouCou gets a perch that is (can be
random) driftwood, (junior) has 3 branches, 2 leaves and bark or (senior) 4
branches, 2 leaves and no bark.

Take the perch by the newspaper table. Nancy
sees her old cases in headlines.

Use bat detector to find the cave where the bat
El Toro referred to.

Bat with gargantuan ears and loves insects.

Look close and read the bat display.

The Waterhouse's Leaf Nosed bats are insectivorous large
rounded ears bats. They have a frequency of 16 KmHz.

Bat seeker: Look close at bat seeker. Use the
battery on the close up of the bat seeker.

Bat Steep: Drive to Bat
Steep, NW part of the island. There is no paved road to it but a dirt trail.

Go forward and save your game before
climbing.

Try to not be hit by rocks thrown by monkeys that
are on the top of the cliff.

Entering a bat cave resets the bar at top of the screen.

The placements of the bats in the 5 caves on the cliff are random.

Enter a cave. Use the bat seeker in inventory and
turn the dial. Check the light of the antenna. Look for the bats that has a
frequency cry read as 16 KmHz. They are Waterhouse's Leaf Nosed bats; the one
described by El Toro.

If you identified all the bats, you might get a
star.

If you climb up and down this Bat Steep often enough, you might
get a star.

Explore the bat cave.

Enter the cave. Look around and see a jade square plate with a face on it at left wall.

Press the jade plate. Uh Oh! That was kinda dumb.

Redirect the beam of light.

See a beam of light from the stone block to deep in
the cave. Turn around and see 2 mirrors reflecting the light. Click on the
mirrors and see an overhead view. There's something Nancy sees at extreme
right of the screen.

Arrange the mirrors so that the beam of light hits
extreme right of the screen.

Calling George on the walkie talkie does not help.

Junior

Senior

Take the Camel dial and the tablet with
new symbols-scripts.

The source of light and air for the cave was blocked.

Hear static. That might be the walkie talkie. Use
the walkie talkie again to call George.

As George:

Exit the building and automatically be at Bat Steep.

Save game here. Climb to the bat cave where
Nancy is located. It is the one blocked by a stone boulder, of course.

Click on the boulder with a skull to talk to Nancy.

Look at the brown plate under the skull. It's a
picture of a camel. Remember what it looks like.

Click on it again and it ends up in pieces.

Put it together and realize that they are arranged
in 9 squares.

After the pieces are together. Realize that it is
now a slider puzzle. Pull back resets the puzzle. George did it!

See the monkeys blocking the way. Talk to them.
Listen to the sound they are making.

Find the meaning of that sound.

Go back down and drive to the resort. Check the
monkey board.

Press the buttons and find out that they are asking
for a 'ball'. Learn that the ball they want is a sea urchin found by brain
coral. We saw them earlier.

Find sea urchin.

Check how much air is in the air tank. Fill the tank
if it is not 100 %.

Go to the sailboat and sail SE to the coral reef
where the Caridad shipwreck is located.

Iron the sail boat and dive down.

Close to the sail boat are brain corals. Click and
take sea urchin.

Swim back to the rope ladder of the sail boat.

Sail back to the resort.

Confront Johnny. Drive to Sangre Beach and talk to Johnny. Hear his
story.

Give sea urchin to monkeys.
Drive back to Bat Steep. Climb up to the
top of the cliff. Give the sea urchin to monkeys.

Set up the Astrolabe.

Go forward to be at the highest point of the
island and see a metal with hole on the ground.

Look close at hole on the ground. Place CouCou's
perch on hole.

Place astrolabe on top of the perch-rod.

Line up the astrolabe.

Click on astrolabe. See someone move in the jungle.

Move the arrow to point at different numbers. Look through the center to see
where it points to.

Locations seen at coordinates: NE 40 is Halfmoon Reef, SW 20 is the Coral Reef
where the shipwreck is situated and SW 70 is Dove Island. These coordinates
might be random.

Sail to the island shaped like a flying dove.

Climb down and go back to the resort. If you need air in the tank. Fill 'er
up.

Talk to George and get her up to date.

Go to the sailboat. Sail NE and land at Dove Island.

Go forward and see a stand with 6 sundials on top.

Each sundial is labeled with a letter. The letters spell ATOCHA, the one that
has a medallion in the storage closet.

Turn back, forward to boat and Nancy automatically calls George to look at the medallion
on the placard in the storage shed.

Nancy sees a flash of light coming from the resort.
At the resort, there are monkeys screeching.

As George:

Storage shed: Go outside and see that someone broke in the shed.

Look close at the Atocha placard. See that the year is inscribed on the coin and
the coin is gone.

Pull back and note that there are monkey footprints all around. There are
small and large prints.

Go back inside and take Sonny Joon's Field Research Notes right
of the monkey board. Read it in inventory and get George to learn how to play:
Color squares, Alleyway game and Coconut throwing contest with a monkey named
old notch ear.

Get the coin from the monkeys.

Use the golf cart and drive to the Monkey Center.

Play a game with the monkey with babies at center
(small and large footprints).

Read up on the Alleyway game in the Research notes. This is a game of chance.

Spin the dial and move forward based on the number
spun.

If you land on another player, you are brought back
a certain number.

If you land on the red and black cloths (13 and 25),
you are brought back a certain number also.

The first one to reach 'finish' wins.

Take the silver coin with etched 6/9/1622. Use the walkie talkie to call Nancy.

As Nancy:

Turn sundials to the date the Atocha sank.

Look close at sundials. Each sundials can be turned using the arrows seen when
the cursor is placed right or left of the sundials.

Junior:

Senior:

Turn O sundial to 1.

Turn the first A sundial to 6.

Turn C sundial to 6.

Turn H sundial to 2.

Turn last A sundial to 2.

Turn T sundial to 9.

Turn C sundial to 6.

Turn H sundial to 2.

Turn O sundial to 1.

Turn first A sundial to 6.

Turn last A sundial to 2.

Turn T sundial to 9.

Click to lift the lid. Take the code of conduct and the owl coin.

April 1670: Divers swim down to the secret entombed behind death.

Sail to the reef seen through the astrolabe.

If the air tank is less than 100, go back to the resort and fill the air tank.

Sail SW of the island and iron the sailboat at Halfmoon Reef.

Save game here. Dive down. Try not to touch any jellyfish.

Dive down to the bottom and see caves-holes that have the symbols seen on the
tablet taken from the bat cave.

Octopus:

Swim to bottom left and automatically get a close up of conch shells. Take a
conch shell.

Go to and click the hole with the Death (looks like a 5)
symbol at right side of the
area and a little higher than the sea bed.

See the tentacle of an octopus come out. Note shell fragments litter the
outside of the hole.

Lay the conch shell at farthest oyster.

The octopus is forced to come out to grab it. It swims away. Save game
here.

Nancy is placed in a cave with Bess. Bess is hungry and thirsty. She found an
exit.

Look close at the
soil door Bess found. Look close at keyhole right of the door.

Use the key taken
from the hourglass on the keyhole at right.

El Toro himself:

Enter El Toro's
room. Look around.

See symbols on
pictures, head of bull and armor.

Look close at El Toro's
skeleton on the bed. Take the key he is holding.

Open the X plate
on the door left of the bed. Aha. The last page
of the journal - the plate with several keyholes.

August 1679:
The other pieces are safely hidden. I place the final one amongst these pages.

We can now use the
key from the skeleton and do the puzzle on the last page to escape from here.

Study the
keyholes.

But wait! He
writes about a final piece. Let's check that out.

Hidden
treasure:

Look at the key
taken from Humilidad hourglass. Compare that to the picture in the second to
last journal page. That ornate design at the back looks like one of the keyhole
plate on the panel. The keyhole plate placement is random.

Use the hourglass
key on that keyhole drawn in the journal.

See the bull
picture move. Look behind the bull picture and see buttons with symbols.

Symbol lock: Look around
the room and see 5 symbols on different pictures and items.

Study El Toro's journal. See all those 5 items
drawn. Check the order of those pictures in the pages: El Toro's portrait above the bed, the
bull picture, the armor, the bull head and the fallen picture.

Press the symbols related to those items using the
order in the journal.

Number lock:
Take the box inside. Look close at the lock.

The aim is to
depress all 5 buttons.

Insert the
hourglass key and El Toro's key on the keyholes. Turn both keys once.

Study which
button(s) are affected by other buttons. From there, deduce the sequence
needed to depress all buttons.

Press: I II IV V.
Take the treasure.

Keyhole plates:
Now let's see if we can get out of here.

Go to the X panel left
of bed. Open and see the keyhole plates.

Review the last
page of the journal.

Bronze is the one
that is green in color and iron is red colored.

The cutout plates
are drawn in the journal.

From the clues,
deduce which plate to insert El Toro's key in to open the door.

Use El Toro's key
on deduced keyhole plate.

Exit and watch. Be
sure to watch the outtakes after the credits.

See you at
Warnings at Waverly Academy.

This document may not be
distributed without express written permission of the author and the content may
not be altered in any way.

For
Questions or Comments on this Walkthrough,
Please write to:
MaGtRo